[Mod] Mobs Redo [1.62] [mobs]

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@Nininik - alpha doesnt work with entities, you can only use normal textures with completely transparent areas.

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Update:

by TenPlus1 » Post

- Add basic enchantment checks when using mineclonia or voxelibre.
- Fix default check bug in mobs redo animals and monsters.

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Update:

by TenPlus1 » Post

- Detects and uses mineclone or default sounds.
- Removed "mob_pathfinder_enable" setting, mod is either enabled or not.
- Tweaked and tidied code.
- Animals, Monsters, NPC and Horse tweaked and tidied also.

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Update:

by TenPlus1 » Post

- Added Mineclone support to mobs_sky, mobs_water and mobs_ghost_redo.

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Re: Update:

by adikalon » Post

TenPlus1 wrote:
Thu Aug 15, 2024 10:58
- Added Mineclone support to mobs_sky, mobs_water and mobs_ghost_redo.
Do you want to add a custom spawner (spawn.lua) to sky/water mobs and ghost?
cdb_a4464263c7b3

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Update:

by TenPlus1 » Post

@adikalon - Thanks for the suggestion, the following mods all check for custom spawn.lua file:

- mobs_sky
- mobs_water
- mob_mese_monster_classic
- mobs_ghost_redo

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Update:

by TenPlus1 » Post

- Tweaked environmental checks.
- Added min_y and max_y to spawning Abm/Lbm.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by adikalon » Post

TenPlus1 wrote:
Mon Jul 29, 2024 11:07
@edikalon - Mods like animals, monster, horse, npc, water mobs, sky mobs include a spawn_example.lua file which you can rename to spawn.lua and is never overwritten during updates, they hold your own custom spawns.

Neighbors works the same as normal Abm and is a direct neighbor to the main node checked.

Now I updated the mobs_npc and specifically tracked it - spawn.lua was deleted ;(
cdb_a4464263c7b3

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@adikalon - Which version of the Minetest client are you using ?

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Re: [Mod] Mobs Redo [1.62] [mobs]

by adikalon » Post

TenPlus1 wrote:
Wed Sep 04, 2024 08:37
@adikalon - Which version of the Minetest client are you using ?
5.8.0
cdb_a4464263c7b3

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@adikalon - I wonder if the update behaviour was changed in newer releases, I never had it delete custom files inside a mod folder. Will look into this and find a new way to keep custom spawning.

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Important:

by TenPlus1 » Post

When using custom spawn.lua files within mobs redo mods, please backup the file before updating as the client mod updater removes them during update.

Apologies for the inconvenience, I will be looking into alternative methods for custom mob spawning.

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Update:

by TenPlus1 » Post

- Tweak hearing, collision, falling functions.
- Arrow drops setting can now be true or a value for chance drops.

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Re: Important:

by FreeLikeGNU » Post

TenPlus1 wrote:
Wed Sep 04, 2024 08:53
When using custom spawn.lua files within mobs redo mods, please backup the file before updating as the client mod updater removes them during update.

Apologies for the inconvenience, I will be looking into alternative methods for custom mob spawning.
Goblins use mod storage by creating defaults from a spawn script then create dated backup tables if the defaults need changing. It's a bit over-complicated maybe... :)

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@FreeLikeGNU - I need to look more into mod storage, what worries me is which version of Minetest was it introduced as mobs redo api works with all clients 5.0 and over, and will it be easy enough for users to edit freely to change mod spawns.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by FreeLikeGNU » Post

Mod storage has been around for a while. I know that in 5.4 it defaults to a flat file JSON, then in later versions defaults to sqlite3. I seem to remember that you could specify using sqlite rather than default JSON prior to that however.

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Update:

by TenPlus1 » Post

- Add node support for on_sound with example "mobs:hearing_vines".
- Add mesecon support to hearing vines when active.

What are your thoughts on nodes supporting on_sound function in mob api ?

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

Is it possible to have a flying mob that when low on hp starts running away and on death explodes and does an actuall explosion instead of some useless explode attack function
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Re: [Mod] Mobs Redo [1.62] [mobs]

by MirceaKitsune » Post

Nininik wrote:
Thu Oct 03, 2024 02:40
Is it possible to have a flying mob that when low on hp starts running away and on death explodes and does an actuall explosion instead of some useless explode attack function
Flying and swimming mobs are one of the things I was curious about. I remember trying out Creatura / Animalia and was impressed by the amazing boids movement for birds: Had me wondering if birds work well with Mobs Redo as I'm still considering its engine more stable and supported.

There's another thing I wanted to ask since I remember seeing this with mob mods using Mobs Redo: Does the latest version offer proper rotation interpolation, so when a mob turns they don't instantly teleport to a new rotation but will turn with some smoothness added to the angle? I think that issue was gone in latest Mineclone / Voxelibre versions... things like mobs occasionally turning their head toward the player seem to be working too, at least the fork of Mobs Redo they may use since I'm not sure what are things they changed from default.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@MiceaKitsune - Mobs Redo API uses the mob:set_yaw(yaw, steps) function which allows smooth rotation of mobs, if steps is 0 then instant rotation, otherwise it turns in n steps.

@Nininik - Mobs have a host of custom functions which can easily check for low hp and have it do anything you want it to, check the api.txt file on the git page.

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Update:

by TenPlus1 » Post

- Node hearing disabled by default, use 'mobs_can_hear_node' setting.
- Fixed knockback when breeding.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

Is there a way to make a mob not attack a player even when not tamed?
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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@Nininik - Grant that player the 'peaceful_player' privelage and mobs wont attack them, unless provoked :)

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

TenPlus1 wrote:
Mon Oct 14, 2024 04:32
@Nininik - Grant that player the 'peaceful_player' privelage and mobs wont attack them, unless provoked :)
No not with privileges, like attack_player=false or something, already knew you were gonna say that.
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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@Nininik - If you mean in the mob definition then yes, the api.txt file lists every setting for you e.g.

https://codeberg.org/tenplus1/mobs_redo ... i.txt#L113

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